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[Freeciv-Dev] Re: 100% Civ II Compliance - still a development goal?
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[Freeciv-Dev] Re: 100% Civ II Compliance - still a development goal?

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To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: 100% Civ II Compliance - still a development goal?
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Tue, 14 May 2002 12:04:35 +0200
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Sun, May 12, 2002 at 04:14:04PM -0400, Greg Wooledge wrote:
> Davide Pagnin (nightmare@xxxxxxxxxx) wrote:
> 
> > Civ II 100% compliance Manifesto
> > --------------------------------
> 
> > Different implementation of effects :
> > 
> > - Luxury is capped to double city size in civ II
> >   (already submitted as a freeciv bug)
> > - Specialists are taken from more happy citizen in civ II
> >   (already submitted as a freeciv bug)
> > - food cost of settlers in communist government is 2 under civ II
> >   (civ II ruleset of freeciv state that this cost is 1...)
> > - Players made move in a phased fashion in civ II 
> >   (this eliminates the "feature" problem of goto moves)
> > - effects of unhappiness versus number of cities are different in civ II
> >   (freeciv have a threshold effect compared to the smoothness of civ II)
> 
> - Fundamentalist government effects (immune to unhappiness, 

>   buildings which normally give unhappiness give gold instead
>   Fundamentalist unit never requires upkeep
>   50% science

Implemented.

>   , Spy/Diplomat black ops don't give a "reputation" penalty, 10
>   units supported per city without upkeep,

I'm not sure about these. Test and post a patch.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
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